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During cutscenes the camera will move around and interact with the environment.[4]

All the base functions, including harvesting and constructing units, will be replaced by the Crawler. The crawler holds units inside it (up to five at a time) while they are being constructed and can release them at any time.[4]

The GDI campaign is called "The Man Who Killed Kane. It is an action-oriented Sci-Fi story and the GDI campaign is seen from the point of view of a splinter group who refuse to work with Nod.[4]

The Nod campaign is called "The End of All Things" and reveals the truth behind Kane, his motivation and his history. It contains more nuance and depth than the GDI campaign and runs alongside it allowing the player to see the events from both perspectives.

By 2062, global Tiberium contamination reached critical levels; GDI's contemporary abatement technology has become ineffective. With the threat to the Earth and mankind too great, even for Kane, to ignore. Meeting with GDI leaders in Manchester, UK on 27th July, Kane proposed a cooperative venture which was controversial for both sides. Using the Tacitus as leverage, Kane revealed that he had developed a new system, dubbed the Tiberium Control Network, to control and harness Tiberium, however only GDI had the resources necessary to construct it. The situation was too dire for GDI to decline, and GDI and Nod formed an uneasy alliance.[4]

After 15 years of restoration work the Tiberium Control Network was a success, and the crisis averted; however, the uneasy alliance between GDI and Nod eventually fails leading to the Fourth Tiberium War and the start of the game.[4]

Both Nod and GDI are divided into three "classes", each of which has its own selection of unique units. The classes share only very basic units, such as the engineer.[5]

A player can switch classes if their crawler has been destroyed or by self-destructing it,[6] which can help outmaneuver an enemy.[7] Some upgrades, such as tech levels, persist between class switches.[6]

The Offense class has a strong focuses on frontline combat units and upgrading those units. Most of the offense class units are vehicles, be it light or medium armored. The only exceptions are the engineer, which is universal to all classes, and the commando for GDI and cyborg commando for Nod.[8]

The Support class has a variety of powers to augment the other classes, including a wide array of aerial units. This class' focus should be on the "Supporting" of allies in destroying crawlers, capturing TCN Nodes and collecting Tiberium, in order to be victorious.[5]

Support has access to support-powers.[8] These recharge more quickly when in combat or actively healing.[11]

The support crawler can produce some ground units, including tanks.[6]

Traditional base building is replaced by the Crawler, a single, mobile unit that fulfills the base's role. Each Crawler is class specific.[5] The only class that can build traditional bases like in previous C&C games is the Defense class.[12]

Outposts can be constructed by "builder units" in the world. They are highly vulnerable during construction, but provide a build radius (other than what the crawler provides).[11]

There are many options to repair units; crawlers are capable of this.[13]

Most, if not all, infantry are in power armor or cybernetic. This is to make them more competitive against vehicles and, possibly, also to make them larger and easier to see. They no longer form squads.[14] Infantry cannot be crushed by larger units.[13]

Flaming weapons will always set fire to the ground. Damage dealt depends on how many patches are on fire.[10]

Few units have stealth detection, and even if a burrowed unit is detected, it enjoys bonus armor, while a stealthy unit still enjoys a dodge bonus (increased chance of a shot missing it).[10]

Units can still reverse move. Most do so at regular speed, and those that don't have some other advantage, such as cliff-jumping.[15]

Air units reload in different ways. The Vertigo and Firehawk are very fast; they reload slowly, but much more quickly in the presence of a crawler, and don't need to dock to do so.[15]

When an air unit is destroyed, it crashes to the ground, dealing damage.[6]

Units can be "decommissioned" to get back command points; however, if they are killed while being decommissioned, the enemy will get double XP for that.[13]

To make Tiberian Twilight's damage and armor system intuitive and easy to learn the developers have added visual cues so that a unit's armor, competencies and whether it is doing "optimum" damage can be seen at a glance.

By looking at a unit's weapon you can tell what armor types it is most effective against. The armor types include Light, Medium, Heavy and Reinforced. The weapon types are:[16]

To further emphasise this all weapon shots will be color coded to show whether or not its being used against it's optimum armor type (see above). All GDI weapons produce blue shots under normal circumstances and pink shots at optimum. Meanwhile, All Nod weapons produce red shots under normal circumstances and orange shots at optimum.[17] Judging from screenshots this doesn't apply to flame weapons, probably because flames are already highly visible making such a distinction pointless. Nonetheless, when several patches of flaming ground overlap they explode in a blue fireball.

Also, you can guess a unit's armour by its size since similarly sized units have similar armour.[18]

Each side has two different campaigns: one single-player and one co-op.[5]Tiberian Twilight's multiplayer revolves around 5-on-5 objective based skirmishes, along with traditional skirmish being an option.[2]

Tiberian Twilight was generally panned from both critics and fans, mainly because of the new Crawler building system and weak storyline, blaming mostly the speed in which the game was produced (allegedly, the game was made in only a few months).